THE AGE OF WAR 

An Industrial warfare scenario by Exile

I created this scenario to satisfy myself; if others enjoy it, so much the better. Too often, when playing the default game of civ2, I ran up against a situation that was unsatisfying. I would acquire the technologies to prosecute an industrial war, but by the time an industrial army and/or fleet was constructed and ready to fight, my enemies would have spent the time racing ahead of my technology, and my newly-constructed army and/or fleet would now be obsolete. Sometimes, I simply wanted to revel in the fantasy-destruction of industrial age warfare; dreadnoughts hurling shells across the waters, mass armies marching toward the front, and mobile columns striking off over vast areas of enemy territory. Unfortuneately, the tech race in the normal civ2 game mostly precludes such endeavors; one doesn't ever seem to get the time. This scenario attempts to address that situation. It attempts to limit the entire scope of the game to the age of industrial warfare in Europe between 1900 and 1945, but adds on another 5 years, ending only in 1950. There will be no cruise missles or atomic bombs created, and there are no diplomats or spies to circumvent actual warfare in favor of excessive bribing. For the most part, I chose to leave out the Americans, as much to simplify the scenario as because including the Americans would have meant creating another civ, making the game much more difficult to construct.

I. TECHNOLOGY

The tech tree has been extensively reworked to reflect the industrial age and
how warfare was conducted during this period. It is war-tech heavy, though
there are a number of philosophical techs that underlie the warfare techs. The tech paradigm has been modified to 15:1; it is 15 times more difficult to gain tech in this scenario than in the default game. Tech trading among human players is recommended to "shortcut" your way to tech gains, but, as usual, trading can also pay off as well. Civs like Spain, and especially Turkey, will have a long way to go before they can begin to compete in the tech race with the other Europeans. The Russians have a similar problem, except that for them, bulk number of cities can make up for a poor government in the short run. Sometime in 1917, however, the Russians will receive the Communism tech, and will eventually start a revolution and adopt it as their new Government. Similarly, the Italians will receive the Fascism tech in 1922. Each nation has an obsoleting tech that prevents it from producing the other nations' specific units, and this tech/civ isolation has several layers. The various nations also have their own individual techs that allow them to build certain units. Additionally, there are also two techs that allow some groups of powers to produce some generic units. The naval technologies have been given a very high rating, so there is a good chance that a naval tech race will be the first aspect of the intial period of the scenario. The Land Reform tech is the Mysticism tech renamed, and will help civs with chronic unrest problems. Germany has been given the Space Flight tech, re-named German Empire, and will consequently have continuing diplomatic problems with other nations in single play. Sea Power is the Nuclear Energy tech and gives naval units an extra movement point. Air power is Radio, not Radio Telegraphy, and Will allow the construction of airbases. Fortification Design is Construction, not the Construction in the scenario, and allows the construction of forts and the City Defense improvement. Railroad and Bridge Building are the same as the default techs. Banking is [Currency] and Banks are the Marketplace. Theology is Italian Unification tech and only Italy will have it during the game. This is to partially offset the fact that the other industrialized nations all have "happy" wonders (except Russia,) and also to reflect the influence of the Pope, even at this late period in history, still a profound influence on world affairs. The Labor Union tech is Recycling and will decrease the effects of pollution somewhat just by a civ having it, in addition to the cleaning effects of the Labor Union improvement. Plastics is now Military Industrial Complex (Mil Ind Complex), and will consequently make pollution more of a problem. Environmentalism is Socialism and will, like Recycling, clean up some of the pollution problems. Most European civs will already have socialism as well. Public Utilities is Electronics, while Automobiles is the Automobile tech. The city graphics won't change, but the "people" graphic will change slightly when both of these techs are acquired.

II. GOVERNMENTS

All civs begin in Monarchy except France which is in Republic, and Great Britain, which is in Democracy. What this means is that these 2 powers will be able to pay their costs, while the others won't be. This is especially a bad situation for the German/Austrian civ. Don't be fooled, though. The Germans can do several things to deal with their extraordinarily poor fiscal situation. First, they have a large number of freight units already on the board. They should establish trade routes as quickly as possible. This will accomplish 3 different ends. The immediate benefit of the trade routes will generate some cash. Moreover the trade routes will also continue to generate cash by enhancing the base income in the cities to which the freight units are homed. Also, the establishment of these trade routes will generate a number of free beakers each time, giving the Germans added technology. This last aspect is important. The British and French, although they start the scenario slightly behind the Germans in tech, will quickly catch up due to their more advanced forms of government. Secondly, the Germans can always change their production to "War Bonds" in selected cities, thereby helping to make up the fiscal costs of the empire. The Germans also start out with a very healthy treasury. Thirdly, the German population will increase rapidly. If, as the German civ, you can hold the creditors at bay for 20 turns or more, your population should begin to "grow into" your cities. None of the other monarchies will have as much difficulty as the Germans, however. Some are even solvent, though just barely. Trade, both for purposes of finance and science, is imperative in this scenario, especially at the outset.

III. UNITS

Taking a cue from the MGE World War I scenario, I have assigned 2 tiers of 
civ-specific infantry units. The first are the "Conscripts" of the various civs. The 2nd tier are the "Infantry" units that become available when specified civs reach the Infantry Tactics (Gunpowder) tech. Not all civs will get the new Infantry units, however. The Turks and Spanish, do not recieve an upgrade to their infantry-type units, and must make due with their Conscript units throughout the scenario. The Italians do receive a nation-specific Infantry unit, but it is weaker on the attack than the Infantry units of the other nations. I have made Destroyers a group-type of unit, though this unit still has some hitting power. The Destroyers unit represents not only the standard Destroyer flotilla, but also the various types of torpedo boats fielded by some of the civs during this era. Their attack values represent their ability to fire torpedos at enemy ships, not simply their gunnery capabilities. Later in the game there will be long range air units, the Heavy Bomber and SuperFortress. The T-34 Russian tank is the same as the generic and German-specific Medium Tank, except that it is cheaper to produce. Several types of artillery can eventually be produced, each with its own general purpose. In Morocco the neutral/barbarian cities are building a specific unit called the Sultan's Guards. These units cannot move and defend poorly, making Morocco a prime target for early aggression, though the Moroccan cities are walled. The neutral Consripts have no movement. There is 1 trade unit, Freight, and only 1 settler type unit, the Engineer. The Shock Troops unit represents not only the Stosstruppen units of 1918, but later in the game represent mountain units. There is a very narrow window of time in which this unit can be produced, as it goes obsolete very quickly. The air units in this scenario have been weakened considerably on their defensive numbers and the purpose of this is to more accurately simulate the fact that fighters were not good on the attack against dug-in ground units, but were apt opponents for aerial foes, installations, and infrastructure. 

IV. WONDERS

Here is a list to clarify the Wonders in the scenario. "Start" indicates that the wonder is placed at the start of the scenario and where it is. Only a few of these go obsolete during the game. Consult the pedia to see which ones do and when. The way that the scenario is set up, however, practically insures that the French will build the Maginot Line. The Maginot Line and the Arms Race wonders are very much more expensive than any normal wonder.

Kremlin        .  .  .  .  .  . Shakepeare's  .  .  .  .  . Moscow, start
Grand Fleet    .  .  .  .  .  . Magellan's    .  .  .  .  . Aberdeen, start
High Seas Fleet.  .  .  .  .  . Lighthouse    .  .  .  .  . Bremen, start
Ukraine        .  .  .  .  .  . Pyramids      .  .  .  .  . Kharkov, start
Suez Canal     .  .  .  .  .  . Colossus      .  .  .  .  . Cairo, start
Orthodox Church.  .  .  .  .  . Oracle        .  .  .  .  . Moscow, start
Prussian Militarism  .  .  .  . Sun Tzu       .  .  .  .  . Berlin, start
Skoda Industrial Works  .  .  . Rich's Crusade.  .  .  .  . Prague, start
Diplomatic Corps  .  .  .  .  . Marco Polo    .  .  .  .  . Can be built
Islam          .  .  .  .  .  . Michaelangelo .  .  .  .  . Istanbul, start
Ecole Polytechniqe.  .  .  .  . Copernicus    .  .  .  .  . Paris, start
German Chemical Industry.  .  . Newton's College .  .  .  . Cologne, start
British Empire .  .  .  .  .  . Adam Smith    .  .  .  .  . London, start
Arms Race      .  .  .  .  .  . Darwin's      .  .  .  .  . Can be built
Spanish Neutrality.  .  .  .  . Eiffel Tower  .  .  .  .  . Madrid, start
Women's Suffrage  .  .  .  .  . Women's Suffrage .  .  .  . London, start
League of Nations .  .  .  .  . United Nations.  .  .  .  . Can be built
The Commonwealth  .  .  .  .  . Hanging Gardens  .  .  .  . London, start
Third Republic .  .  .  .  .  . Bach's        .  .  .  .  . Paris, start
German Empire  .  .  .  .  .  . Cure for Cancer  .  .  .  . Berlin, start
Maginot Line   .  .  .  .  .  . Great Wall    .  .  .  .  . Can be built
Caucasus Petroleum .  .  .  Hoover's Dam .  .  .  .  Stavropol, start
Spy Network .  .  .  .  .  .  . Apollo .  .  .  .  .  .  . Can be built

V. IMPROVEMENTS

Most everything has been renamed. Here is a list. The 1st column is the new
name for the improvemnt, the 2nd column is the default name for the 
improvement, and the 3rd column is the prerequisite tech to build the 
improvement. A "+" sign at the end of the 3rd column indicates that the
improvement is now more expensive to build or to maintain or both. A "-" sign
indicates that the improvement is now cheaper to build or maintain or both.

Capital .  .  .  .  .  .  . Palace    .  .  .  .  . nil
Training Facility.  .  .  . Barracks  .  .  .  .  . nil, +
Warehouse District  .  .  . Granary   .  .  .  .  . Bridge Building
Garrison  .  .  .  .  .  .  . Temple    .  .  .  .  . Occupation
Bank    .  .  .  .  .  .  . Marketplace  .  .  .  . Banking
School  .  .  .  .  .  .  . Library   .  .  .  .  . Elementary Literacy
Magistrate .  .  .  .  .  . Courthouse.  .  .  .  . Legalism, -
Fortifications.  .  .  .  . City Walls.  .  .  .  . Fortification Design
Waterworks  .  .  .  .  . Aquaduct  .  .  .  .  . Construction, -
Light Industries .  .  .  . Bank      .  .  .  .  . Regional Trade
Newspaper  .  .  .  .  .  . Cathedral .  .  .  .  . Propaganda, -
University .  .  .  .  .  . University.  .  .  .  . University
Mass Transit  .  .  .  .  . Mass Transit .  .  .  . Railroad
Stadium .  .  .  .  .  .  . Colusseum .  .  .  .  . Popular Culture
Factory .  .  .  .  .  .  . Factory   .  .  .  .  . Industrialization
Industrial Complex  .  .  . Manufacturing Pl.  .  . Military Indust Complex, +
Labor Union.  .  .  .  .  . Recycling Center.  .  . Labor Union, -
Steel Mill .  .  .  .  .  . Power Plant  .  .  .  . Steel, +
Hydroelectric Dam.  .  .  . Hydro Plant  .  .  .  . Public Utilities, +
Munitions Plant  .  .  .  . Nuclear Plant.  .  .  . Explosives, +
Stock Exchange.  .  .  .  . Stock Exchange  .  .  . Economics
Sewer System  .  .  .  .  . Sewer System .  .  .  . Sanitation
Farms   .  .  .  .  .  .  . Supermarket  .  .  .  . Fertilizers
Superhighways .  .  .  .  . Superhighways.  .  .  . Popular Culture, +
Research Lab  .  .  .  .  . Research Lab .  .  .  . Research Imperative, +
Anti-Aircraft Defenses .  . Sam Missile Battery.  . Long-Range Aircraft
Coastal Defenses .  .  .  . Coastal Fortress.  .  . Advanced Ballistics, +
Harbor  .  .  .  .  .  .  . Harbor    .  .  .  .  . Steam-Powered Ships
World Port .  .  .  .  .  . Offshore Platform  .  . International Trade, +
Airport .  .  .  .  .  .  . Airport   .  .  .  .  . Air Power
Secret Police Unit  .  .  . Police Station  .  .  . Guerilla Warfare
Port Facility .  .  .  .  . Port Facility.  .  .  . Naval Bases, +
Radar Defense .  .  .  . SDI .  .  .  .  .  .  .  Radar Defense
(War Bonds).  .  .  .  .  . (Capitalization).  .  . Nationalism

VI. STRATEGY TIPS

1. Germany/Austria

By far the most powerful civ in the scenario is the German/Austrian. The German civ is in the middle of the map and is surrounded by potential foes. The fact that it has the Space Flight tech will make diplomacy difficult and will make peace difficult to maintain. An initial problem with the Germans will be pollution/wreckage, and several Engineer units must be dedicated to running around cleaning things up. The Pollution graphic is now the same grapic used to depict urban disorder. The biggest problem for the Germans will be fiscal and tech acquisition. If the German civ can survive the fiscal crisis of the first 20 turns, the increase in population, augmented perhaps by some rapid conquests of neutral cities, should alleviate the difficulty. Finding sufficient trade arrows to funnel into research will be another problem, and Monarchy is not the best tech to deal with either of these problems. Trade is strongly recommended and can help to offset both the fiscal difficulties and the tech race. Although it is tempting to attempt conquest of the scandinavian countries, they will prove to be an invaluable trade partner, as these port cities are near German ports and on another continent. Germany does eventually field very good units, including the Bf-109, the Heavy Tanks and other mechanized units, and the incomparable Me-262 jet fighter. 

2. Great Britain

The British are also a very powerful civ, though they are decentralized. As 
long as the British are in Democracy, there won't be a problem with 
corruption, and there will always be sufficient trade for both money and 
research. The League of Nations wonder can help with convincing the Popular 
Press (Senate) to go to war via the League Mandates. Britain also has a
built-in advantage with trade; it's an island/continent and can therefore 
reap increased amounts of cash from the establishment of trade routes. The 
disadvantage for Britain is that it has distant frontiers to defend. Nevertheless, there is certainly room for expansion via conquest, especially in the Mediterranean and Levant, primarily at the expense of the Turks. The British will also be allowed to construct the Lancaster Longe-Range Bomber. With a 24 movement and range of 2, this unit can hit almost anywhere in Germany except Silesia, East Prussia, and the Austrian cities. Like the Bf-109, the British Spitfire monoplane is slightly better on the attack than the generic Fighter unit. The Democratic government will also generate WLTPDs at the outset of the scenario, and will therefore add considerably to the population and thereby the trade, money, and science. The British may also find it easier to create, keep, and maintain alliances with continental civs. This is because AI civs on the same continent tend to be at each other's figurative throats. 

3. France

The French civ is more difficult to play than either the German or British. 
The Republic government will greatly facilitate tech acquisition, and it is 
strongly suggested that the French build the Maginot Line wonder as quickly 
as it comes available. This will keep the German civ at bay until the Fascism
tech is discovered. The French have a series of considerable, but poorly 
developed North African cities, and the Moroccan cities will probably fall 
rather quickly to a concerted and well-planned attack. The real issue for the
French is what will happen to the cities in the Low Countries. Those cities 
are large and full of improvements, and can enhance the French state 
considerably. Alternatively, if the Germans conquer them, as they 
historically did, things could go badly for the French. Trying to maintain an
alliance system with the Italians, Russians, and British is strongly 
recommended, but will prove very difficult if the scenario is played solo.  

4. Russia

The Russian civ is huge and sprawling. Its population will grow wildly at the 
start of the scenario, and will normally require a combination of occupation
troops and police to keep civil unrest at bay. There is a large field army of NON units at the start of the scenario, and if concentrated, it can be formidable. Picking off turkish cities is tempting, and can certainly be done, but the rewards are sparse. The inevitable foe will be the Germans, and the possibility of war from that direction is great. The Russian civ receives the Communism tech in 1917 and it is suggested that the government be switched out of Monarchy as soon as Communism appears, though the AI always seems to wait a little while to do so. Communism will generate much more in the way of science, both because it will eliminate corruption and increase trade. Additionally, there will be a counterrevolutionary upheaval at this time, as White forces appear and attempt to take vulnerable cities. The Guerilla Warfare and Infantry Tactics techs will also be delivered to the Russians during the revolutionary period. A few trade routes with Britain will be a big help both for fiscal purposes and for the advancement of Russian science. Germany will always be a big menace on the western border, but a modern army can offer stiff resistance and the potential for eventual victory. Constructing railroads throughout Russia is tempting, but strongly cautioned. Rail lines will give an invading German with temporarily superior tech a highway right into the Russian heartland. For the Russians in WWII, this was an essential element in their victory. The poor transportation infrastructure meant that German reinforcements and supplies had to traverse some of the most primitive roads in Europe, making the whole undertaking exceedingly difficult and exacerbating the problems of conducting mobile warfare. 

5. Italy

The Italian civ has advantages and disadvantages. It is somewhat insulated 
against overwhelming aggression by its neighbors. The mountain barriers channel any attacks coming from the French or Germans to two narrow 
corridors, easily plugged by sufficient defensive units. The problem is that 
these same barriers also act to limit Italian expansion. The Balkans are 
always an area for military adventures, but are dangerous due to the tangled 
situation there. If the Italians can beat the French and/or British to the 
punch, the Turkish Libyan cities are poorly defended, difficult if not 
impossible to reinforce, and can therefore be picked off rather easily with 
some preparation. Peace with Britain is a good idea, but hard to maintain and
there will always tend to be British naval units in the vicinity of Malta. 

6. Turkey

The Ottoman Turkish Empire was certainly close to moribund at this time in 
history, and was referred to as the "Sick Man of Europe" because it was 
chronically destitute, corrupt, racked by internal revolts, and militarily 
impotent. The Balkan crisis that eventually sparked off the Great War of 1914
began when petty states like Bulgaria, Serbia, and Greece started squabbling 
over the remaining Turkish territories in Europe. The Turks in this scenario 
are financially poor, technologically far behind, and militarily weak, though
not hopelessly so. The best territories of the Turkish empire are in the 
Levant, and are therefore threatened by the British in Egypt and Cypress. If 
improved, these cities can be an effective engine to advance tech and trade, 
so defending them should be a priority. Dissent will not be as big a problem due to the presence of the Islam wonder in Istanbul. The main problem with the Turkish empire is its terrain. There is little arable land in Anatolia and it needs substantial improvement. This will require time, and a smart British player will act fast and attack these areas before they can be developed or reinforced.

7. Spain

The Spanish, though better off than the Turks in this scenario, especially in
technology, are much smaller in their number of cities. City growth will help 
to deal with the comparatively small fiscal crisis as the scenario opens, but
this growth will consequently create new problems in civil unrest. Going for 
The Republic will help considerably will both science and money, though it is
unlikely that the Spanish will ever catch up to the industrial giants in 
terms of technology. What the Spanish do have is the Spanish Neutrality 
wonder (Eiffel Tower) which does keep the wolves at bay. What seems like a 
good strategy is Iberian conquest; the seizure of the Portuguese cities and 
Gibraltar. Because of the wonder, war with Britain is NOT inevitable, but can
apparently be avoided throughout the game. Attacking the British in order to 
consolidate the penninsula sounds like a good idea, but the British will very
quickly surpass the Spanish in military technology, and Spanish Field 
Artillery and Cavalry will soon be facing English tanks, planes, and 
Dreadnoughts. Not a very bright prospect.

VII. HISTORY

When creating a sceanrio like this one, all a designer can really do is set 
the stage. The actors must create the drama themselves. The AIs tend to be 
rather lackluster and somewhat stagnant in this regard. The question is; "CAN history be recreated?" With this scenario, the answer is "yes." The question "WILL history be recreated?" is quite another and the answer is most assuredly "no." The AIs are not dynamic enough to plan or implement a sophisticated campaign; they will simply throw units at a target until it succumbs or until they decide to give up and make peace temporarily.  The history of the period could be accurately simulated, given all the capabilities of the civ2 game. A tight British blocade against a German player in Monarchy could have the effect of underming fiscal solvency in Germany and undermining the war effort there. The French and German players could build up large armies and declare war only in 1914, and then dig in along their mutual border, while moving large numbers of artillery and conscript units to the front trench lines, and watching these units be eliminated by enemy attacks, over and over again.Britain could overrun the Levant, as it did in 1916-7. Italy could declare war on Turkey in 1911 and occupy Libya. The Balkan Wars could occur as they did historically, with the exception of an active Rumania, if the respective nations are run by human players who agree to limit the conflict to that area. Peace could be declared in 1918, with a severe and draconian settlement that cedes large sections of central Europe to the French and Russians, while refusing to give much to the Italians, simultaneously loading the Germans with a massive war debt. With the rise of Fascism in Germany and Italy, rearmament could take place (as well as a gift of the Fascism tech to Spain, circa 1935, in return for its neutrality). Vast German armies could overwhelm France and the Low Countries, Scandinavia, the Balkans, then turn on Russia with a truly grandiose Barbarossa. And the Red Army, updating as it goes, can build to the point of attritioning the Wehrmacht in the field and achieving ultimate victory by occupying Berlin while the British launch invasions throughout the Mediterranean, knock Italy out of the war, and eventually invade France, with Americans units to assist. It COULD happen. But it invariably won't.

VIII. CREDITS

Most of the units in This REDUX version are the work of the Gareth Burch, maestro of Civ2 graphic design.

To Jan Lahmeyer, who has offered the most invaluable assistance that I have
ever come across. Without Mr. Lahmeyer's help, the city populations would 
have been mere guesswork. As it is, they are remarkably accurate. I cannot 
suggest strongly enough that anyone designing scenarios seek out his site and
peruse the wealth of data that resides there. His site URL is;
Http://www.library.uu.nl/wesp/populstat/populhome.html
Please do check out this site; you will not believe your eyes!

Photos of the Great War. My splash graphics, both the preliminary and final, 
came from this wonderful site. Future versions of this scenario may yet 
include other photos that have originated from this site. The URL is; 
http://www.ukans.edu/~kansite/ww_one/photos/greatwar.htm

Another site that proved instrumental in the placement of fleet units at the 
beginning of the scenario was Warships on the Web. Their URL is;
http://web.ukonline.co.uk/aj.cashmore

These are great sites, and contain not only fascinating reading, but are 
storehouses of information, both to the casual web-crawler and to the 
scenario designer.